YASD: SENe of Kiku


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Halls Hopper

Posts: 69

Joined: Friday, 28th October 2011, 04:07

Post Sunday, 6th May 2012, 20:03

YASD: SENe of Kiku

This is probably the third time I've ever played a necromancer -- or an elf, for that matter -- and I've only visited the lair four times, so when I managed to catch a glimpse of the stairs to the midgame with a build I'm barely familiar with, I admit that I got a little excited.

A blowgun + poison needles I lifted off a kobold around D:5, along with vamp draining, became an economic range > "stab" go-to. I found a nice melee backup in the form of a kickass randart axe with rage, chop, and rPois sitting on D:7. The axe's +3 int, along with a +2 ring of int, made the first half-dozen dungeon levels a pretty easy time. Whenever I needed to melee monsters after running of MP after vamp draining them was of no inconvenience: there were enough chunks to satisfy my post-berserk hunger, and if anything else wandered into area when I was recovering from exhaustion, the tele ring I purchased would whisk me away soon enough.

I was able to catch sight of entrance of the Lair on D:8 during this game, but my decision to invest in said ring ended up spelling my doom. I'd vamp drain-kited an elephant, a crocodile, and two ogres into zombies and was gathering up the poison needles I'd blown everywhere so that I was at least half-prepared to dive into dive into Lair, when I was tele'd next to some altar jellies and a centaur. So, instead of using one of the two dozen wands I had spent the last four dungeon levels juggling my inventory around, I ran around D:8 getting splashed and shot at, desperately trying to regroup with my pack of my recently resurrected zombie pals. I came to the place where I'd last seen them, and they were nowhere to be found...turned the corner, still can't see them anywhere. After failing to evoke the tele ring, I panicked and irrationally rushed down to D:9 with my pursuers still right on my tail...only to find myself a short distance away from a giant eyeball. I was promptly paralyzed me and mercilessly gooped by the infernal Jiyvamon.


Today I learned that training evocations should not ever be neglected. And that when backed into a corner, at least try fight your way out with the freaking randart that's in your gorram hand!!. Or use one of the 8 scrolls of teleportation. And that I must be doing something wrong concerning expanding my characters' spellsets; I was neurotically checking back to my skill page to see if any of the other schools were unlocked yet. I would've loved repel missles.

Also, poisoning Dowan to death and vamp draining Duvessa during her tears of fury is almost as humourous as recitespamming them.

  Code:
 Dungeon Crawl Stone Soup version 0.10.0 character file.

3622 Hosg the Nimble (level 10, -6/56 HPs)
             Began as a Sludge Elf Necromancer on May 6, 2012.
             Was a Follower of Kikubaaqudgha.
             Splashed by acid (9 damage)
             ... while paralysed by a giant eyeball
             ... on Level 9 of the Dungeon.
             The game lasted 01:06:12 (12303 turns).

Hosg the Nimble (Sludge Elf Necromancer)           Turns: 12303, Time: 01:06:12

HP  -6/56        AC  5     Str  9      XL: 10   Next:  5%
MP  25/25        EV  2     Int 23      God: Kikubaaqudgha [*.....]
Gold 166         SH  0     Dex 16      Spells:  7 memorised,  4 levels left

Res.Fire  : . . .   See Invis. : +    a - +2,+4 hand axe of Chaos {chop, *Rage rPois
Res.Cold  : . . .   Warding    : . .  d - -1 elf robe
Life Prot.: + . .   Conserve   : .    i - -2 elf buckler
Res.Acid. : . . .   Res.Corr.  : .    (no helmet)
Res.Poison: +       Clarity    : .    (no cloak)
Res.Elec. : .       Spirit.Shd : .    F - +2 pair of gloves
Sust.Abil.: . .     Rnd.Telep. : +    y - +0 pair of boots
Res.Mut.  : .       Ctrl.Telep.: .    q - amulet of faith
Res.Rott. : .       Levitation : .    L - ring of teleportation
Saprovore : . . .   Ctrl.Flight: .    n - +2 ring of intelligence

@: paralysed, somewhat resistant to hostile enchantments, fairly stealthy
A: no striking features
a: Receive Corpses, Renounce Religion, Evoke Teleportation


You were on level 9 of the Dungeon.
You worshipped Kikubaaqudgha.
Kikubaaqudgha was pleased with you.
You were hungry.

You visited 1 branch of the dungeon, and saw 9 of its levels.
You visited 2 portal chambers: ossuary, sewer.

You collected 372 gold pieces.
You spent 226 gold pieces at shops.

Inventory:

Hand weapons
 a - the +2,+4 hand axe of Chaos (weapon) {chop, *Rage rPois rN+ Int+3 SInv}
   (You found it on level 7 of the Dungeon)   
   
   It inflicts extra damage upon your enemies.
   
   It affects your intelligence (+3).
   It protects you from poison.
   It protects you from negative energy.
   It enhances your eyesight.
   It makes you angry.
 b - a +0 blowgun
 k - a +0,+0 club (quivered)
 v - a +0,+0 dagger
 w - a +2,+1 hand axe of flaming
 G - a -1,+0 orcish spear
 I - a +1,+0 elven spear
 Q - a -1,+0 orcish spear
Missiles
 C - 16 poisoned +0 needles
 J - a +0 throwing net
 K - 16 +0 darts of dispersal
Armour
 d - a -1 elven robe (worn)
 i - a -2 elven buckler (worn)
 y - a +0 pair of boots (worn)
 F - a +2 pair of gloves (worn)
Magical devices
 f - a wand of cold (7)
 g - a wand of fireball (10) {unknown}
 h - a wand of digging (8) {unknown}
 r - a wand of flame (10) {unknown}
 u - a wand of paralysis (17)
 x - a wand of random effects (20) {unknown}
 N - a wand of flame (6) {unknown}
 S - a wand of draining (6) {unknown}
Comestibles
 c - 4 bread rations
 D - 2 chunks of ogre flesh
 R - a lychee
Scrolls
 j - a scroll of detect curse
 o - 2 scrolls of remove curse
 s - a scroll of amnesia
 A - 8 scrolls of teleportation
Jewellery
 n - a +2 ring of intelligence (left hand)
 q - an amulet of faith (around neck)
 L - a ring of teleportation (right hand)
Potions
 e - a potion of magic
 l - 3 potions of curing
 m - 2 potions of might {unknown}
 p - 3 potions of levitation
 t - a potion of confusion {!q}
 H - a potion of paralysis {unknown}
 M - a potion of degeneration {!q}
 P - a potion of brilliance
Books
 z - a book of War Chants   
   
   Spells                             Type                      Level
   Fire Brand                         Charms/Fire                  2
   Freezing Aura                      Charms/Ice                   2
   Shroud of Golubria                 Charms/Translocation         2
   Repel Missiles                     Charms/Air                   2
   Poison Weapon                      Charms/Poison                3
   *Regeneration                      Charms/Necromancy            3
 B - a book of Necromancy   
   
   Spells                             Type                      Level
   *Pain                              Necromancy                   1
   *Animate Skeleton                  Necromancy                   1
   *Lethal Infusion                   Charms/Necromancy            2
   *Vampiric Draining                 Necromancy                   3
   *Regeneration                      Charms/Necromancy            3
   *Animate Dead                      Necromancy                   4
   *Control Undead                    Necromancy                   4
Magical staves
 E - a staff of summoning


   Skills:
 * Level 3.2 Axes
 + Level 8.9 Dodging
 - Level 2.2 Stealth
 - Level 4.1 Unarmed Combat
 + Level 6.8 Spellcasting
 - Level 4.2 Charms
 * Level 7.2 Necromancy


You had 4 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Failure   Level  Hunger
a - Pain                  Necr           #####        1%          1    None
b - Animate Skeleton      Necr           N/A          1%          1    None
c - Vampiric Draining     Necr           ######....   1%          3    Sultana
d - Lethal Infusion       Chrm/Necr      #####.....   1%          2    None
e - Regeneration          Chrm/Necr      #####.....   3%          3    Sultana
f - Animate Dead          Necr           N/A          6%          4    Choko
g - Control Undead        Necr           ######....   6%          4    Choko


Dungeon Overview and Level Annotations

Branches:
Dungeon (9/27)               Lair (0/8) D:8         
Temple: D:4-7          Orc: D:6-11     

Altars:
Elyvilon
Fedhas
Kikubaaqudgha
Okawaru
Zin
Jiyva

Shops:
D:7: =(*+  D:8: *

Message History

The jelly barely misses you.
An orc zombie comes into view.
There is a stone staircase leading up here.
You see here a dart.
Use which ability? (? or * to list)
You fail to use your ability. The jelly misses you.
The giant eyeball stares at you. You suddenly lose the ability to move!
The kobold throws a dart. Helpless, you fail to dodge the dart.
* * * LOW HITPOINT WARNING * * *
The giant frog hits you but does no damage.
The giant frog hits you.
* * * LOW HITPOINT WARNING * * *
The centaur hits you.
* * * LOW HITPOINT WARNING * * *
The centaur hits you but does no damage.
The jelly hits you.
* * * LOW HITPOINT WARNING * * *
You are splashed with acid! The acid burns!
You die...
Kikubaaqudgha rasps: "You have failed me! Welcome... death!"

       #....
    ...z......#
   .K..........#
  .........$.....
 ##...............
 #......F.........
 .................
....?....F........#
........@J<......#
.......c...J......#
 ...........G.....
 #................
 ##...............
  ...............
   ............#
    .........J#
       #....


You could see 2 jellies, 2 giant frogs, a centaur, a giant eyeball, an orc zombie (wandering) and a kobold.

Vanquished Creatures
  2 elephant slugs (D:8)
  An elephant (D:8)
  A hippogriff (D:7)
  A phantom (D:6)
  A sky beast (D:6)
  An ice beast (D:8)
  A centaur (D:3)
  Duvessa (D:5)
  2 crocodiles (D:8)
  7 ogres
  2 giant frogs (D:6)
  A goliath beetle (D:7)
  Dowan (D:5)
  3 crimson imps
  A shadow (D:8)
  A hound zombie (D:6)
  A big kobold skeleton (D:6)
  3 hounds
  2 hound skeletons
  An orc wizard (D:7)
  3 orc priests
  2 worker ants
  Ijyb (D:6)
  3 jellies
  3 adder zombies (Port)
  8 adders
  3 gnolls (D:5)
  4 giant mites
  An iguana skeleton (D:4)
  4 worms
  A grey rat (D:6)
  A bat zombie (D:6)
  4 giant geckos
  4 oozes
  7 orcs
  2 ball pythons
  19 bats
  12 goblins
  11 hobgoblins
  5 jackals
  2 quokkas
  3 ball python skeletons (Port)
  6 giant cockroaches
  15 giant newts
  2 hobgoblin skeletons
  2 hobgoblin zombies (Port)
  A jackal zombie (D:7)
  11 kobolds
  A kobold skeleton (D:5)
  An orc skeleton (D:4)
  16 rats
  2 toadstools (D:6)
194 creatures vanquished.

Vanquished Creatures (collateral kills)
  An orc warrior (D:6)
  A water moccasin (D:8)
  An orc priest (D:7)
  A hound (D:5)
  A jelly (D:8)
  A gnoll (D:5)
  5 orcs
  2 bats
  A hobgoblin (D:6)
  A jackal (D:3)
  A kobold (D:3)
  A quokka (D:5)
  A ball python (D:1)
  A goblin (D:3)
  2 rats
21 creatures vanquished.

Vanquished Creatures (others)
  An elephant skeleton (D:8)
  2 giant frog skeletons (D:6)
  3 ogre skeletons (D:8)
  A crocodile skeleton (D:8)
  An elf skeleton (D:5)
  2 adder skeletons
  4 bat skeletons
  2 gnoll skeletons (D:5)
  An orc (D:6)
  A ball python skeleton (D:1)
  2 giant newt skeletons
  6 goblin skeletons
  4 hobgoblin skeletons
  A jackal skeleton (D:3)
  3 kobold skeletons
  7 orc skeletons
  A quokka skeleton (D:7)
  A rat (D:1)
  9 rat skeletons
  2 toadstools
54 creatures vanquished.

Grand Total: 269 creatures vanquished

Notes
Turn   | Place    | Note
--------------------------------------------------------------
     0 | D:1      | Hosg, the Sludge Elf Necromancer, began the quest for the Orb.
     0 | D:1      | Reached XP level 1. HP: 11/11 MP: 3/3
     2 | D:1      | Learned a level 1 spell: Animate Skeleton
   430 | D:1      | Reached XP level 2. HP: 10/17 MP: 1/5
  1258 | D:1      | Reached XP level 3. HP: 18/21 MP: 5/7
  1340 | D:1      | Learned a level 3 spell: Vampiric Draining
  1343 | D:1      | Learned a level 2 spell: Lethal Infusion
  2584 | D:4      | Found a glowing silver altar of Zin.
  2720 | D:3      | Reached XP level 4. HP: 15/27 MP: 8/10
  2748 | D:3      | HP: 1/27 [poisoned by a kobold]
  2875 | D:4      | Found a blossoming altar of Fedhas.
  3016 | D:5      | Entered Level 5 of the Dungeon
  3234 | D:3      | Reached skill level 5 in Dodging
  3234 | D:3      | Reached skill level 5 in Necromancy
  3234 | D:3      | Reached XP level 5. HP: 21/31 MP: 1/14
  3344 | D:3      | Learned a level 3 spell: Regeneration
  4456 | D:4      | Reached skill level 1 in Charms
  4456 | D:4      | Reached XP level 6. HP: 24/36 MP: 11/16
  4806 | D:4      | You fall through a shaft!
  4879 | D:5      | Noticed Dowan
  4887 | D:5      | Noticed Duvessa
  4895 | D:5      | Killed Dowan
  4895 | D:5      | Reached skill level 6 in Dodging
  4917 | D:5      | Killed Duvessa
  4917 | D:5      | Reached XP level 7. HP: 28/41 MP: 2/18
  5135 | D:6      | Found a white marble altar of Elyvilon.
  5800 | D:6      | Learned a level 4 spell: Animate Dead
  6110 | D:6      | Reached skill level 5 in Spellcasting
  6193 | D:5      | Reached skill level 7 in Dodging
  6336 | D:5      | Your ally Duvessa died
  6694 | D:5      | Reached XP level 8. HP: 32/46 MP: 7/20
  6877 | D:6      | Found a sand-covered staircase.
  6895 | ossuary  | Entered a tomb
  7375 | D:6      | Reached skill level 1 in Unarmed Combat
  7903 | D:6      | Found a glowing drain.
  7922 | sewer    | Entered the sewers
  8808 | D:7      | Found Xeiplorch's Weapon Boutique.
  8810 | D:7      | Noticed Ijyb
  8983 | D:6      | Killed Ijyb
  9640 | D:6      | Your ally Ijyb died
  9860 | D:7      | Found Granunega's General Store.
  9883 | D:7      | Found an ancient bone altar of Kikubaaqudgha.
 10161 | D:7      | Became a worshipper of Kikubaaqudgha
 10167 | D:7      | Got a crude hand axe
 10168 | D:7      | Identified the hand axe of Chaos {chop, *Rage rPois rN+ Int+3 SInv} (You found it on level 7 of the Dungeon)
 10462 | D:7      | Reached skill level 8 in Dodging
 10462 | D:7      | Reached XP level 9. HP: 37/51 MP: 9/22
 10669 | D:7      | Found Jutul's Jewellery Shoppe.
 10679 | D:7      | Learned a level 4 spell: Control Undead
 10680 | D:7      | Bought a cursed ring of teleportation for 198 gold pieces
 10736 | D:7      | Bought a potion of curing for 28 gold pieces
 10740 | D:7      | Found Shaikh's Book Boutique.
 10849 | D:7      | Found an iron altar of Okawaru.
 10854 | D:7      | Identified a scroll of acquirement
 11174 | D:8      | Found a staircase to the Lair.
 11187 | D:8      | Acquired Kikubaaqudgha's first power
 11187 | D:8      | Reached skill level 1 in Axes
 11376 | D:8      | Found Piuconk's General Store.
 11921 | D:8      | Reached XP level 10. HP: 55/56 MP: 20/24
 12238 | D:8      | Found a viscous altar of Jiyva.
 12302 | D:9      | Paralysed by a giant eyeball for 3 turns
 12303 | D:9      | Splashed by acid

User avatar

Vestibule Violator

Posts: 1509

Joined: Wednesday, 21st September 2011, 01:10

Location: St. John's, NL, Canada

Post Sunday, 6th May 2012, 22:59

Re: YASD: SENe of Kiku

In order to "unlock " a spell school for training, you need to memorize a spell of that school. If necessary remove armour/shield and drink brilliance just to learn it, but you sohuld have been able to memorize repel missiles easily. use M to memorize, and if the attempt fails, use ` (backquote/backtick, shares a key with ~ on a US keyboard) to quickly and painlessly repeat.

*rage and *tele seems like an adventurous way to play, but likely to get you killed. were you always wearing the ring, or just for escape attempts?

Evocations with something like a ring of teleportation can be nice, but its a question of priorities. your spell and weapon skills would usually come first.
Won all race/bg, unwon (online): Nem* Hep Uka
Favourites: 15-rune Trog, OgNe/OgIE/OgSu (usually Ash), Ds, Ru, SpEn, Ce of Chei, Qaz

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Dingbat
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Halls Hopper

Posts: 69

Joined: Friday, 28th October 2011, 04:07

Post Sunday, 6th May 2012, 23:16

Re: YASD: SENe of Kiku

yeah, for some reason I had forgotten about that. Somewhere along the line I developed the line of thinking that a 100% failure rate listed for each spell in the "to memorize" repository meant that I wouldn't be able to get them down...guess I dun goof'd.

I was consistently wearing the ring. It was cursed when I bought it, which I immediately removed and equipped. Not the brightest to leave on all the time, but meh.

Blades Runner

Posts: 552

Joined: Tuesday, 10th April 2012, 21:11

Post Monday, 7th May 2012, 01:33

Re: YASD: SENe of Kiku

Evocations is really a waste of XP in the early game. When you find scrolls of teleport, use them if you are in danger (also scrolls of blink, fear, potions of invis, speed etc.) Don't need to turn on dodging so early too. For missile weapons, look for javelins and slings (especially branded). No need to carry around spears and axes. Also random berserk is really dangerous and not worth it.

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Dingbat

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Monday, 7th May 2012, 04:45

Re: YASD: SENe of Kiku

100% failure does mean you can't learn them right away, but in general if you have 100% fail on spells you're probably wearing some sort of medium or heavy armor you could remove and then memorize them. Unless you happen to be looking at a level 5+ spell at level 4, in which case, get a couple more level ups and maybe a level or two of spellcasting ;)

I'm not sure I would bother cross training axes for a hand axe...assuming you were doing unarmed at the start. The resistances are nice, but you don't need any skill to get them. When you want to melee actual dangerous mobs you'll need something a lot stronger. I'd use it for a few floors but not train axes with it, personally. That and not putting as much, or anything into dodging just yet would leave you more exp for spells.

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Dingbat
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Halls Hopper

Posts: 69

Joined: Friday, 28th October 2011, 04:07

Post Monday, 7th May 2012, 20:37

Re: YASD: SENe of Kiku

moocowmoocow wrote:Evocations is really a waste of XP in the early game. When you find scrolls of teleport, use them if you are in danger (also scrolls of blink, fear, potions of invis, speed etc.) Don't need to turn on dodging so early too. For missile weapons, look for javelins and slings (especially branded). No need to carry around spears and axes. Also random berserk is really dangerous and not worth it.

I grab spears and axes in case the occasional jelly needs dispatching without risking corroding my hand weapon.

On a side note, recite with good invocations + bows of flaming can give a good time.

tasonir wrote:100% failure does mean you can't learn them right away, but in general if you have 100% fail on spells you're probably wearing some sort of medium or heavy armor you could remove and then memorize them. Unless you happen to be looking at a level 5+ spell at level 4, in which case, get a couple more level ups and maybe a level or two of spellcasting ;)

I'm not sure I would bother cross training axes for a hand axe...assuming you were doing unarmed at the start. The resistances are nice, but you don't need any skill to get them. When you want to melee actual dangerous mobs you'll need something a lot stronger. I'd use it for a few floors but not train axes with it, personally. That and not putting as much, or anything into dodging just yet would leave you more exp for spells.

Began with a quarterstaff. Next time I'll try not to get so uppity about an artifact that's random by fervently balancing skills around it. Round the character towards casting instead by letting the magic skills backburn and cooling off from dodging/fighting cool down for a while. This particular character has shown me the importance of not training too many things, yes.

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